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Remove Host::UpdateSound
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67353e8f0b
commit
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@ -56,12 +56,14 @@ std::atomic_flag atomicLock_;
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FixedSizeQueue<s16, 32768 * 8> chanSampleQueues[PSP_AUDIO_CHANNEL_MAX + 1];
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int eventAudioUpdate = -1;
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// TODO: This is now useless and should be removed. Just scared of breaking states.
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int eventHostAudioUpdate = -1;
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int mixFrequency = 44100;
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int srcFrequency = 0;
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const int hwSampleRate = 44100;
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const int hwBlockSize = 64;
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static int audioIntervalCycles;
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@ -88,10 +90,6 @@ static void hleAudioUpdate(u64 userdata, int cyclesLate) {
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static void hleHostAudioUpdate(u64 userdata, int cyclesLate) {
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CoreTiming::ScheduleEvent(audioHostIntervalCycles - cyclesLate, eventHostAudioUpdate, 0);
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// Not all hosts need this call to poke their audio system once in a while, but those that don't
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// can just ignore it.
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host->UpdateSound();
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}
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static void __AudioCPUMHzChange() {
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@ -27,8 +27,6 @@ class Host {
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public:
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virtual ~Host() {}
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virtual void UpdateSound() {} // still needed for libretro, will need a proper effort.
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virtual void NotifyUserMessage(const std::string &message, float duration = 1.0f, u32 color = 0x00FFFFFF, const char *id = nullptr) {}
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virtual void SendDebugOutput(const std::string &output) {}
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16
Qt/QtHost.h
16
Qt/QtHost.h
@ -25,23 +25,7 @@
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class QtHost : public Host {
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public:
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QtHost(MainWindow *mainWindow_)
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{
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mainWindow = mainWindow_;
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}
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void UpdateSound() override {}
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void PrepareShutdown() {
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auto fn = SymbolMapFilename(PSP_CoreParameter().fileToStart);
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g_symbolMap->SaveSymbolMap(fn);
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}
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void NotifyUserMessage(const std::string &message, float duration = 1.0f, u32 color = 0x00FFFFFF, const char *id = nullptr) override {
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osm.Show(message, duration, color, -1, true, id);
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}
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private:
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Path SymbolMapFilename(Path currentFilename);
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MainWindow* mainWindow;
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};
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@ -864,7 +864,7 @@ int main(int argc, char *argv[])
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g_mainWindow = new MainWindow(nullptr, g_Config.UseFullScreen());
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g_mainWindow->show();
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if (host == nullptr) {
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host = new QtHost(g_mainWindow);
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host = new QtHost();
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}
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// TODO: Support other backends than GL, like Vulkan, in the Qt backend.
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